diff --git a/getting_started/first_2d_game/05.the_main_game_scene.rst b/getting_started/first_2d_game/05.the_main_game_scene.rst index 20e62b307..4fac3e419 100644 --- a/getting_started/first_2d_game/05.the_main_game_scene.rst +++ b/getting_started/first_2d_game/05.the_main_game_scene.rst @@ -289,7 +289,7 @@ the other two timers. ``ScoreTimer`` will increment the score by 1. godot::register_property("mob_scene", &Main::mob_scene, (godot::Ref)nullptr); } -In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random +In ``_on_mob_timer_timeout()``, we will create a mob instance, pick a random starting location along the ``Path2D``, and set the mob in motion. The ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position. diff --git a/getting_started/first_2d_game/06.heads_up_display.rst b/getting_started/first_2d_game/06.heads_up_display.rst index f04838dde..aff79e80e 100644 --- a/getting_started/first_2d_game/06.heads_up_display.rst +++ b/getting_started/first_2d_game/06.heads_up_display.rst @@ -391,7 +391,7 @@ In ``game_over()`` we need to call the corresponding ``HUD`` function: Just a reminder: we don't want to start the new game automatically, so remove the call to ``new_game()`` in ``_ready()`` if you haven't yet. -Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync +Finally, add this to ``_on_score_timer_timeout()`` to keep the display in sync with the changing score: .. tabs::